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Bt Builder
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Darendor



Joined: 14 Jan 2009
Posts: 668
Location: Red Deer, Alberta, Canada

PostPosted: Sun Mar 14, 2010 6:57 am    Post subject: Reply with quote

dulsi wrote:
Seems like the C64 BT people have decoded the animation format. We can't let them have all the fun.


The race is on, folks. Booyah.


Confused
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Methuselas



Joined: 28 Apr 2009
Posts: 46

PostPosted: Mon Mar 15, 2010 9:52 pm    Post subject: Reply with quote

dulsi wrote:
Seems like the C64 BT people have decoded the animation format. We can't let them have all the fun. I've added SDL_mng library to bt builder. It appears to only support MNG-VLC (or at least I think that is what it tries to support). I've modified it to properly support files created by gimp. Hopefully that will work but it may require some modification once bt builder is tested with real files.


Oooooh! Shocked

dulsi wrote:
Also implemented is class changing at the review board. This should allow for the creation of the chronomancer from BT3. I haven't tested anything like that yet. The geomancer isn't quite possible yet as the rules for who can switch to a particular class don't support the needed checks. Also hit points and spell points may not be properly adjusted. Right now it is using the same rules as creating a new character. Not sure if changing class gets the same amount or if it is different in the BT games.

I'll probably do a new release soon so people can start playing with those features.


Hit Points went up as they did, per class.

I tried to do a dump of the XMLs, using the format you put here and it still didn't work. Not that it matters now, as I have something new to play with. GIMP supports PSD. I don't use GIMP, but I'll check it out to make the MNGs.
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dulsi



Joined: 22 Mar 2007
Posts: 76

PostPosted: Tue Mar 16, 2010 3:03 pm    Post subject: Reply with quote

Methuselas wrote:
Hit Points went up as they did, per class.

BTCS didn't increase hps or sps on class change. I was thinking of implementing that since mages generally have a lot of hps due to advancing quickly after each class change. But my brother mentioned that geomancers would have no spell points for first level so I guess I'll make hps/sps advance as you advanced a level in the class.

Methuselas wrote:
I tried to do a dump of the XMLs, using the format you put here and it still didn't work. Not that it matters now, as I have something new to play with. GIMP supports PSD. I don't use GIMP, but I'll check it out to make the MNGs.

What version of windows are you running? I'll test it with a couple machines I have to make sure it works. I haven't tested the xml export on windows yet.

GIMP does support PSD I believe. Unfortunately it only allows a single speed for animations so a tool designed for animation might have more capability.

I've just coded up initial bard song playing. It doesn't actually play music yet. Combat use isn't coded up yet. Kiel’s Overture is implemented for non-combat use. I'm planning on putting out a new release tonight. I may or may not implement more bard song functionality. Actually playing music files will probably wait until the release after this one.

EDIT: BTW animations are currently limited to the slot pictures. The icons for fire, shield, compass, etc. are not animated.
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Methuselas



Joined: 28 Apr 2009
Posts: 46

PostPosted: Mon Apr 05, 2010 2:11 am    Post subject: Reply with quote

dulsi wrote:
Hit Points went up as they did, per class.
BTCS didn't increase hps or sps on class change. I was thinking of implementing that since mages generally have a lot of hps due to advancing quickly after each class change. But my brother mentioned that geomancers would have no spell points for first level so I guess I'll make hps/sps advance as you advanced a level in the class.


Oh I thought you were asking for the BT Series, not the CS.

dulsi wrote:

What version of windows are you running? I'll test it with a couple machines I have to make sure it works. I haven't tested the xml export on windows yet.

GIMP does support PSD I believe. Unfortunately it only allows a single speed for animations so a tool designed for animation might have more capability.


I'm running XP SP3.

I have a plugin for Firefox I've been playing with, but done nothing at all with. I'll do some renders, animated them, spit them out as tiffs, convert them to pngs, clean them up and then run them through this plugin for Firefox. It's only got a single speed, but most of that, I'll control FPS in Maya. Believe me, I don't plan on doing 30FPS renders for each slot.

This does allow me to start thinking on the slimes slot. I've been wondering how I was going to do that.
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Methuselas



Joined: 28 Apr 2009
Posts: 46

PostPosted: Mon Apr 19, 2010 10:00 pm    Post subject: Reply with quote

Anything new? RL is beating me up right now? XD
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dulsi



Joined: 22 Mar 2007
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PostPosted: Wed Apr 21, 2010 3:47 am    Post subject: Reply with quote

Methuselas wrote:
Anything new? RL is beating me up right now? XD

Music has turned out to more complex than I anticipated. I want to make it more flexible than BTCS which unfortunately makes it harder to implement.

Also lost some time to Little Big Planet on the PSP. Fortunately Sony anticipated this problem and corrupted by save files twice. Now I'm just frustrated with the game and recommend everyone avoid the game. It apparently has a lot of bugs. Just wish I could get a refund.
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dulsi



Joined: 22 Mar 2007
Posts: 76

PostPosted: Mon Apr 26, 2010 4:07 am    Post subject: Reply with quote

Ogg vorbis files for music are now working under linux and windows. Unfortunately wine dies horribly with sound turned on. Hopefully when I upgrade to Fedora 13 in the next month or so, the newer version of wine won't have that problem. Combat bard songs still aren't implemented yet. Neither have I implemented any new bard songs. I'll probably make a new release soon with whatever I have done.
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Methuselas



Joined: 28 Apr 2009
Posts: 46

PostPosted: Thu Apr 29, 2010 11:52 pm    Post subject: Reply with quote

dulsi wrote:
Ogg vorbis files for music are now working under linux and windows. Unfortunately wine dies horribly with sound turned on. Hopefully when I upgrade to Fedora 13 in the next month or so, the newer version of wine won't have that problem. Combat bard songs still aren't implemented yet. Neither have I implemented any new bard songs. I'll probably make a new release soon with whatever I have done.


I guess it's time to dust off the M88 then? Wink Are there any bitrates or mhz maximums that I need to abide by? What's the longest loop you want?
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dulsi



Joined: 22 Mar 2007
Posts: 76

PostPosted: Mon May 03, 2010 5:47 pm    Post subject: Reply with quote

Methuselas wrote:
I guess it's time to dust off the M88 then? Wink Are there any bitrates or mhz maximums that I need to abide by? What's the longest loop you want?

Haven't really thought about bitrates, mhz maximums, or how long of a loop. It currently has a expiration of a long duration spell. I don't remember of the top of my head how many minutes that is if you don't do anything. (If you things rounds could pass faster or they could be slower if you sit on a screen waiting for input.) I'll try to get that info for you.

I've implemented the combat version of sanctuary song. Right now multiple bard can play music in a round but I plan on fixing that. Also haven't checked to ensure by implementation is correct to BTCS. Manual says 1/2 level for the amount it improves AC. Does that mean 0 at level 1? Is there a minimum of 1? Or does it round up so 1 at level 1 and 2 at level 3? I haven't had the time to check that yet (assuming it shows it the improvement in BTCS).
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dulsi



Joined: 22 Mar 2007
Posts: 76

PostPosted: Sun May 23, 2010 4:01 am    Post subject: Bt Builder 0.2.17 Reply with quote

New release has been put up on the web site. I wanted to add more but just haven't had the time due to my wife being sick and work being busy.

It does have the ability to play ogg vorbis files for bard songs. Currently there are none. To add one you would just modify the song.xml to something like:

<song>
<name>Santuary Score</name>
<music>song/smallworld.ogg</music>
<multiManifest>...</multiManifest>
</song>

Santuary Score's combat functionality added. Bard songs can be used in combat but are not currently restricted to one singer.

Methuselas: Long duration is 24-48 minutes (or 240-480 moves). I suppose that doesn't help much since you wouldn't want a song that long. BTW right now there is one music file per song. Do you think you will need one for in combat and one for out of combat?

Devil's Wiskey did 44100Hz and about a minute for song from a quick glance. I'd probably start with that.
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Methuselas



Joined: 28 Apr 2009
Posts: 46

PostPosted: Thu May 27, 2010 3:52 am    Post subject: Re: Bt Builder 0.2.17 Reply with quote

dulsi wrote:
New release has been put up on the web site. I wanted to add more but just haven't had the time due to my wife being sick and work being busy.

It does have the ability to play ogg vorbis files for bard songs. Currently there are none. To add one you would just modify the song.xml to something like:

<song>
<name>Santuary Score</name>
<music>song/smallworld.ogg</music>
<multiManifest>...</multiManifest>
</song>

Santuary Score's combat functionality added. Bard songs can be used in combat but are not currently restricted to one singer.

Methuselas: Long duration is 24-48 minutes (or 240-480 moves). I suppose that doesn't help much since you wouldn't want a song that long. BTW right now there is one music file per song. Do you think you will need one for in combat and one for out of combat?

Devil's Wiskey did 44100Hz and about a minute for song from a quick glance. I'd probably start with that.


Um, I had originally intended to support whatever you provided, but if you are willing, I wouldn't mind having it the way I remember, where you had a looping song when "adventuring" and then have a separate, single track for combat.
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dulsi



Joined: 22 Mar 2007
Posts: 76

PostPosted: Fri Jul 16, 2010 3:49 am    Post subject: Re: Bt Builder 0.2.17 Reply with quote

Methuselas wrote:
Um, I had originally intended to support whatever you provided, but if you are willing, I wouldn't mind having it the way I remember, where you had a looping song when "adventuring" and then have a separate, single track for combat.

I coded that up. Although it will repeat the song until the end of the combat round.

I've started working on Marcela’s Melody combat effect. It will also be used for Melee Men and Far Foe from earlier Bard's Tale. I'm not sure if the monster usually get a chance to resist or not. If someone knows, feel free to enlighten me otherwise I try to test it myself.
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dulsi



Joined: 22 Mar 2007
Posts: 76

PostPosted: Mon Jul 19, 2010 3:30 pm    Post subject: Reply with quote

Push/pull spells/songs are done. Increase rate of attack spells/songs are done for players (not currently planning on implementing for monsters). Bringaround Ballad is done. So for bard songs: 3 completely implemented, 2 partial implemented, and 2 not implemented.
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dulsi



Joined: 22 Mar 2007
Posts: 76

PostPosted: Fri Jul 23, 2010 4:55 pm    Post subject: Reply with quote

Down to Safety Song's protection from random encounters and Cain's Carrack's prevention of monster spell attacks as the unimplemented bard songs. I think I'll probably do those two up and make a new release. Although in the case of random encounters they may still not be implemented but I may add a print telling you when an encounter would have occurred. The saving throw bonus from Cain's Carrack I set to 3 at the moment. It is configurable but I don't know what BTCS uses. All effects I've implemented for bard songs will be available for spells as well. Most already are but some features need a new format instead of the BTCS format (such as AC bonus of 1/2 level with a max of 1Cool.
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tpth



Joined: 02 Feb 2010
Posts: 25

PostPosted: Mon Jul 26, 2010 5:57 pm    Post subject: Reply with quote

Does this compile and run on OS X by any chance...?
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